Chiba & Yonsei Medical Service Design Workshop : Objects Tell Stories

Dec 7, 2012 | Know-็†็Ÿฅ

Catherine Park

Catherine Park

annaven@gmail.com

This month Yonsei University hosted a Designย Workshop in collaboration with Chiba Universityย in Japan.
The workshop brought together a group of studentsย from both countries representing differentย areas of Design Studies and Biomedical Engineering.ย Together, with general practitioner Dr.ย Seung-beom Kim, the participants explored theย ways in which design thinking could be appliedย to make a tangible change in healthcare and redefineย doctor-patient relationships.

At his General Doctor Clinic-Cafe in Seoul, Dr.ย Kim introduced a concept of a new kind of hospitalย space. It combines two functions, offeringย people medical services and acting as a socialย hub for the community. The clinic-cafe welcomesย both patients and general public-itโ€™s a placeย where you can enjoy some of Seoulโ€™s finest patbingsu,ย good coffee, and impromptu guitar sessions;ย there is even a pet cat.

At the core of the idea lies a simple notion thatย people generally associate hospital space withย illness, anxiety, and discomfort. We go to see a doctor only when we are sick and for most of us,ย a doctor figure exists separately from our regularย life, in a bubble of general hospital experienceย within a context of dire need. As part ofย the workshop lecture series, Dr. Kim has presentedย his findings on the dynamics of doctorpatientย interaction and the factors that constitute it.ย Doctor-patient relationships are defined by a setย of expectations belonging to each party; theseย expectations are created by the environment thatย is, in turn, defined by various social premises.ย By redefining the traditional understanding of aย hospital space and mixing it up with elements ofย our everyday life, the Clinic-Cafe encourages aย change in the dynamics of the relationships betweenย a general practitioner and the community.ย In the tradition of design thinking approach, weย see this concept encourage active engagementย rather than passive consumption. The clinic becomesย a familiar place and a doctor is no longerย a faceless representative of the medical serviceย industry-he becomes a neighbor, a friend, aย person you can talk to freely beyond diseasesย and symptoms. This is mutually symbiotic-aย doctor gets an opportunity to see the patient as aย person and not just as a history of diseases andย a red blood cell count.

Objects tell stories. Take a look at Dr. Kimโ€™s candyย tongue depressors that he has specifically designedย for his youngest patients-based on yearsย of experience and knowledge of childrenโ€™s psychologyย and responses. Although the idea itselfย is not a pioneering one-similar designs haveย been already introduced in the United States-it isย innovative for Korea. During the lecture, we hadย a chance to take a look at the trial tests footageย and see for ourselves how a little candy tip canย change a childโ€™s response to a doctorโ€™s actions.ย Candy tongue depressors eliminate stress connectedย with an invasive procedure and make theย task of examining a childโ€™s throat a much moreย enjoyable process for both the child and theย doctor.

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Another one of Dr. Kimโ€™s creations is a specialย stethoscope for children. The prototype is a secondย attempt at actualizing the idea of a stethoscopeย that would turn children into active participantsย by disguising the device as a toy. Theย stethoscope, Teddy Bear 2.0, is a misnomer inย that it is actually a rabbit. In the trial phase it wasย discovered that the design necessitated longerย limbs, thus replacing a rather short-armed teddyย bear with a slimmer and taller rabbit. Another importantย change that has been made is a repositioningย of the sensor from the arm, then to theย foot and, finally to the chest area of the toy. Firstย trials demonstrated that the idea itself had potential,ย but the performance of Teddy Bear 1.0 wasย still dependent on the expectation for a child toย stay still and be a passive spectator, rather thanย a participant. TB 2.0., on the other hand, utilizesย a rather predictable childโ€™s reactionโ€”to hold theย toy and hug it. When a child hugs the toy, theย sensor picks up the heartbeat, giving the doctorย an opportunity to perform a general examinationย without putting the child under any more stress.ย The prototype has been created and assembledย by Dr. Kim himself, not a trained design professional.ย He, nevertheless, places a big importanceย on the role of design in health care and believesย that design can be the key to challenging theย status quo.

The workshop resulted in six original designย concepts. Three teams were confronted withย two challenges in two days: the first one was toย identify a problem with the current state of affairsย in the hospital and find a way to eliminate it; theย second one was to create an alternative designย for a thermometer. The ideas presented rangedย from mobile health units to syringes for childrenย disguised as bees and flowers. One of the teamsย came up with a concept for a device that couldย potentially redefine hospital waiting time. We haveย all been there: waiting for your turn, feeling anxious,ย restless, powerless, and although differentย people have different reactions and emotions, weย came to a conclusion that a common irritator hereย is the fact that you are not given information onย the length of your forced purgatory. The Timeย Doctor C1.0. gives every patient an opportunity toย โ€˜ownโ€™ the waiting time; the device features threeย modules of information: the patientโ€™s number, theย number of people in line, and approximate waitingย time. The thermometer challenge led to fourย other ideas: a hugging-sensor thermometer, aย thermometer chewing gum that would change itsย color according to the temperature, a behindthe-ear thermometer integrated into a scalpย massager, and an automatic doctor appointmentย booking system (powered by iPhoneโ€™s Siri).

The workshop experience reminded us that weย should be concerned with the value of everythingย from environmental issues to business strategies;ย we saw how important it was to work on thingsย that are of value and make a difference, and notย just dress and color existing products and newย technologies. Sometimes we get caught up inย creating new ideas and forget that design is notย just about making things look attractive, easier toย use, and more profitable to sell. And sometimesย to see the bigger picture you have to zoom inย first. Dr. Kim and his assistants shared with usย their experience and insight into the realities thatย doctors are confronted with everyday. By lookingย closely into each presented case and sharingย our own personal experiences during theย group brainstorming sessions, we have gained aย deeper understanding of some concrete ways inย which design can bring about change.

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